Lem

Edmond, The Light's page

157 posts. Alias of Tenro.


Race

Halfling

Classes/Levels

Soul Weaver (Dual Channeler) 8 | HP: 33/64

Gender

M

Size

S

Age

30

Special Abilities

  • Channel Energy (4d6+2d6) 5/11
  • SP 10/15

  • Alignment

    LN

    Languages

    Common, Halfling, x

    Homepage URL

    +1000gp add 4,675gp add Boots of S&S

    Strength 6
    Dexterity 16
    Constitution 14
    Intelligence 14
    Wisdom 10
    Charisma 22

    About Edmond, The Light

    HP: 64
    AC: 20 = 10 + 4 ARMOR + 3 DEX + 1 SIZE + 1 NAT + 1 SHIELD
    Resist:
    Immune:
    Init: +3
    Speed: 20ft
    BAB: +4
    CMB: +1 = 4 BAB -2 STR -1 Size
    CMD: 13 = 10 + 4 BAB -2 STR -1 Size + 3 DEX (circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC)
    MSB: +13 (+1d20+CON vs SR)(See Skills for Concentration)
    MSD: 19
    F: 7 =2 BASE + 2 CON + 1 RACIAL +2 RESIST
    R: 8 =2 BASE + 3 DEX + 1 RACIAL +2 RESIST
    W: 9 =6 BASE + 0 WIS + 1 RACIAL +2 RESIST
    Misc Save Boni:

    COMBAT
    Melee

    Ranged
    Destructive Blast, +7 ranged touch, 4d6 bludgeoning, crit x2, 180ft
    Searing Blast, +7 ranged touch, 4d8 fire, crit x2, 180ft, REF DC 20 or catch fire (1d6 fire/rnd until extinguished)

    Other:
    Searing Light, creatures in area of bright light take [1*CL fire + 1*CL untyped] damage per round.

    Conditional:
    Destructive Blast: Spend +1 SP to increase damage from 1 die per 2 levels to 1 die per level. DOUBLE damage to undead, oozes, and creatures harmed by sunlight.

    Other spell effects: Cure, Invigorate, Restore, Revitalize, Resuscitate

    Immediate Actions:

    Swift Actions:

    Move Action Options:

    Racial Traits:

    - Ability Score Racial Traits: +2 Dexterity, +2 Charisma, and –2 Strength.
    - Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    - Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
    - Languages: Halflings begin play speaking Common and Halfling.
    - Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces fearless.
    - Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
    - Human Shadow: Halflings seem to pop up wherever humans are found, in part because they actively support and move with human explorers, settlers, and travelers without drawing attention to themselves. These halflings can use Stealth to hide behind creatures at least one size category larger than themselves, without any other source of concealment or cover. As long as the halflings are within 30 feet of a human, they gain a +2 racial bonus on Sleight of Hand checks and Stealth checks. This racial trait replaces keen senses and sure-footed.
    - Shadowplay (1 RP): Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Halflings can take this trait in place of weapon familiarity.

    Favored Class (Soul Weaver): [x8] +1/6 Magic Talent

    Class Abilities:

  • Weapon and Armor Proficiency: A soul weaver is proficient with all simple weapons.

  • Casting: A soul weaver may combine spheres and talents to create magical effects. A soul weaver is considered a High-Caster and uses Charisma as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

  • Spell Pool: A soul weaver gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

  • Magic Talents: A soul weaver gains a magic talent every level, according to Table: Soul Weaver.

  • Channel Energy (Su): A dual channeler gains Channel Energy as the cleric class feature, but can channel both positive and negative energy. The dual channeler must choose each time she channels energy if she will channel positive or negative energy, as well as whether to target living or undead creatures as normal. This counts as possessing the Versatile Channeler feat.
    This modifies channel energy

  • Potent Channeler: The dual channeler gains 2 additional uses of channel energy per day. This number increases by 1 for every 2 soul weaver levels possessed. In addition, the dual channeler counts as worshipping any deity and possessing any alignment when meeting the prerequisites for channeling feats.
    This replaces bound nexus.

  • Blessing/Blight (Su): At 2nd level, the dual channeler may grant both blessings and blights, and gains access to both sets of abilities as she gains levels. The dual channeler counts as having the Blessing/Blight Versatility feat.
    This modifies Blessing/Blight.
    - - Blight: At 2nd level, the soul weaver may touch a target and expend a use of Channel Energy to place a blight on them. The target is allowed a Fortitude save, and on a failure, grows a patch of festering undead flesh where he was touched (this patch may be hidden under the skin if the soul weaver chooses, so a target might not even know he’s been infected). Blight is considered a magical disease and is permanent until removed by magic or with the Heal skill. A blessing counters and dispels a blight, leaving neither blessing nor blight in place.
    A creature with blight suffers a -2 penalty to all saves against necromancy spells, Death sphere abilities, bound nexus powers, or blight abilities. A soul weaver may concentrate at any time to discover what creatures within Close range possess blight.
    - - Lesion: At 6th level, a soul weaver may target a creature within Close range already suffering from a blight and expend a use of Channel Energy to cause that blight to rupture. This deals 1d6 damage per soul weaver level to the target (Fortitude half). Using lesion consumes and removes their blight.
    - - Blessing: At 2nd level, the soul weaver may touch a target and expend a use of Channel Energy to place a blessing on them (unwilling targets may make a Will save to resist). A blessing lasts for 24 hours and grants a +1 luck bonus to all saving throws.
    - - Heal: At 6th level, a soul weaver may target a creature within Close range already under the effects of a blessing and expend a use of Channel Energy to heal that target for 10 hit points per soul weaver level. Healing a target in this way consumes and removes their blessing.

  • Peerless Channeler (Su): The dual channeler’s mastery of energy grants her the following abilities.
    - - Grand Channel: At 4th level, when the dual channeler uses the channel energy class feature, she may spend an additional use of channel energy to increase the die size to d8s instead of d6s. At 8th level, this increases the die size to d10s instead of d8s.
    - - Channel Mastery: At 8th level, when channeling energy, the dual channeler may spend an additional use of channel energy to add the benefits of any one feat which has channel energy as a prerequisite to that channeling, even if she does not possess that feat. She must meet all other prerequisites of the feat to gain its benefits in this manner.

  • Feats and Traits:

    - 1: Extra Magical Talent
    -1b: Versatile Channeler
    -2b: Blessing/Blight Versatility
    - 3: Channel Destruction
    - 5: Greater Channel Destruction
    - 7: Searing Brilliance

    Spheres and Talents:

    Spell Points: 15
    CL: 9 (Light)
    CL: 8 (All others)
    DC: 14+MOD

    Tradition:
    - Focus Casting: Companion
    - Magical Signs
    - Skilled Casting: Perform (Wind Instrument)
    - Somatic Casting (light armor)
    - Verbal Casting

    - Easy Focus
    - Boon Companion

    Bonus SP: +1, +1/6 per level

    Talents:
    - NATURE SPHERE (Fire Geomancing)
    - CONJURATION SPHERE (Bonus)(SSD: Elongated Summoning)
    AUTO:CONJ: Magical Companion
    SSD: CONJ: Fortified Companion
    - CONJ: Additional Limbs (2 arms)
    - CONJ: Battle Companion (+2 sickle, +2 light crossbow)
    - LIFE SPHERE
    - LIFE: Fount of Life
    - LIFE: Revitalize
    - LIFE: Mass Healing
    - LIFE: Resuscitate
    - LIGHT SPHERE (SSD: Touch of Light)
    SSD: LGHT: Weird Radiance
    - LGHT: Searing Light
    - LGHT: Flicker
    - LGHT: Diffuse Body
    - DESTRUCTION SPHERE (SSD: Energy Focus: Fire, Shape Focus: Default)
    SSD: DEST: Searing Blast
    SSD: DEST: Extended Range

    Skills:
    2 + int 1
    Concentration (Int) +12 = MSB + CON +2

    Bluff (Cha) + 9 = 1+3 +5 CHA (Diplomacy/Intimidate rolled up per GM)
    Craft (Int) + 1 = r+0 +1 INT
    Fly (Dex) + 3 = r+0 +3 DEX
    Heal (Wis) + 4 = 1+3 +0 WIS
    Knowledge (Arcana, Int) + 5 = 1+3 +1 INT
    Knowledge (History, Int) + 5 = 1+3 +1 INT
    Knowledge (Planes, Int) + 5 = 1+3 +1 INT
    Knowledge (Religion, Int) + 5 = 1+3 +1 INT
    Linguistics (Int) + 1 = r+0 +1 INT
    Profession (Wis) + 0 = r+0 +0 WIS
    Perception (Wis) + 5 = 2+3 +0 WIS
    Perform: Wind Inst. (Cha) + 18 = 8+3 +5 CHA +2 Cm
    Spellcraft (Int) + 10 = 6+3 +1 INT
    Use Magic Device (Cha) + 10 = 2+3 +5 CHA

    +4 Size to Stealth
    +2 Racial to Stealth/Sleight of Hand within 30ft of Human

    Equipment:

    Dagger
    Sack, belt pouch

    Mwk Pipes
    Chain Shirt
    +2 Staff of Light
    Cap of Human Guise
    Headband of CHA/INT +2
    Amulet of Natural Armor +1
    Shield Cloak (maybe add +1)
    Cloak of Resist +2
    Sleeves of Many Garments
    Phylactery of Positive Channeling

    COMPANION:

    HP: 72
    AC: = 10 + 3 dex +7 natural armor;
    Size: Medium;
    Speed: 20 ft.;
    Saves:
    Fort (bad), 3 = +2 base +1 con
    Ref (good), 8 = +5 base +3 dex (+ evasion)
    Will (good); 5 = +5 base +0 wis (=4 vs charm/enchantment)
    Ability Scores: Str 12, Dex 16, Con 14, Int 7, Wis 10, Cha 15 (lv4:CON)
    SP: 2

    Attack: (BAB +6)
    +2 Sickle, +9 melee, 1d6+3 dmg, crit x2, S, trip
    Energy Blade, to hit as base, base damage +2d6 B, or Gloom Blast/Nether Blast as appropriate
    bite, +9 melee, 1d6 damage, crit x2
    tail slap, +9 melee, 1d6 damage, crit x2

    +2 Light Crossbow, +9 ranged, 1d8+2 dmg, 19-20/x2, 80ft, P

    Gloom Blast: FORT DC 14 or sickened. UNDEAD blinded on fail, bypass undead's immunity to blind
    Nether Blast: WILL DC 14 or shaken. UNDEAD frightened on fail, bypass undead's immunity to fear

    COMPANION FEATS:
    - 1: Weapon Finesse
    - 3: Magical Talent (CL 3, SP 2): Destruction Sphere (SSD: Energy Focus: Negative, Destructive Touch, Shape Focus)
    SSD: Energy Blade
    SSD: Nether Blast
    SSD: Gloom Blast
    - 5: Combat Casting

    COMPANION SKILLS:
    +5 Climb (+1+3)
    +7 Fly (+1+3)
    +2 Know: Planes (+1+3)
    +7 Stealth (+1+3)
    +6 Swim (+2+3)

    Player Notes:

    FEATS WANTED:
    Fan the Flame

    ADDITIONAL TALENTS NEEDED:
    Fire Blast